Quote Originally Posted by Cespenar View Post
Got my toes into Rogue Trader as well, spent probably a whole hour to pick 3-4 people's feats at a level up. Felt like I'm back at the D&D 3.5 days, with a mixed bag sort of feelings.

Eh, at least there don't seem to be that many trap options, compared to 3.5.

Also, that aside, the game seems to be good.
I believe they reworked the biggest trap option (+1 Wound was never worth the opportunity cost), otherwise the biggest mistakes you can make are picking up specialised Proficiency too early and building a party that misses and important skill. I believe most serious flamer weapons are Act 2 onwards, and you'll see pretty much no melta or plasma in Act 1.